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Namek Warrior OCC

(Version 1.00 - Last Modified: 03/24/2002)

Nameks were known for their strength and prowess in battle, and while they are not the strongest fighters in the galaxy, they are quite intelligent and easily a match for a normal Saiyan. Since the disaster that nearly destroyed the planet and their race, most Nameks fall into two categories: warriors or shamans. The shamans are usually community elders and healers, while the warriors are responsible for ensuring the survival of their race from anyone that would attack them.

Namek Warriors receive special training to help focus their innate magical talents into combat abilities. This has resulted in several unique abilities that surprise many of their opponents. Piccolo and Nail are good examples of Namek Warriors. Interesting to note is that while magic is a part of a warrior's training, Piccolo nearly always relied on his physical abilities and often neglected his mystical studies.


 

O.C.C. Abilities:

  1. One with the Body
      All Namek Warriors are trained to know their mind and body, often using meditation to fully explore their body. By the end of their training, the warriors have a much greater sense of “self” and have an unreal understanding of the capabilities of their own body.
    • Bonuses: +1D6 to PS, +1D4 to PE, +1D6+4 to Spd, +2 to save vs. disease and poisons. +1 attack per melee at levels 1, 8, and 15, +3 to initiative, +2 to strike, parry, and dodge, +2 to pull punch, and +2 to roll with punch, fall, and impact. M.D.C. Transformation is changed so that the warrior’s SDC and Hit Points are added together and directly changed into M.D.C., instead of being divided by two. The warrior’s skin also becomes tougher and much more resistant to damage increasing the warrior’s A.R. to 12 and causing the Namek to ignore all attacks causing 10 points of damage or less. This ability can only be used to ignore M.D. attack when the Namek is transformed into an M.D.C. creature.

     
  2. One with the Mind
      With an understanding of the body, Namek Warriors gain an increased understanding of the mind. They often remain calm in situations of extreme danger and only become distracted and emotional when those close to them are in danger.
    • Bonuses: +2 to ME, +1 to save vs. mind control and possession at levels 1, 4, 8, 11, and 15, +1 to save vs. psionics at levels 4, 8, and 12, and +1 to horror factor at levels 1, 3, 5, 7, 9, 11, 13, and 15.

     
  3. One with the Magic
      The Namek Warrior has the following spell knowledge:
    • Initial Spells: Globe of Daylight, Armor of Ithan, Escape, Breathe Without Air, Deflect, Energy Bolt, Fire Bolt, Fireblast, Circle of Flame, Electric Arc, Throwing Stones, Orb of Cold, and Fist of Fury.
    • New Spells: Each level of experience, starting at level two, the warrior can select two additional offensive / combat orientated spells (energy blasts, magic weapons, area affect spells, augmentation, etc.) and one defensive (shields, walls, repulsion, negation, etc.) or evasion spell (chameleon, invisibility, escape, fly, teleport, etc.). Between level 2 and 4, the warrior can select spells from levels 1 to 4, at level 5, the warrior can select from levels 1 to 5, at level 6, the warrior can select from levels 1 to 6, and so on. Due to the mystical nature of the Nameks, these spells cannot be taught to other mages, nor can any additional spells be learnt. At each level of experience, the warrior can choose to select an additional Ki Manipulation Ability, but if they choose to do so, they do not gain any spells that level and they permanently lose 5 PPE. The techniques that can be chosen in this manner are restricted to Standard Energy Attacks, Maneuvering Techniques, and Other Ki Techniques.

     
  4. The Art of Ki Manipulation
      Namek Warriors are trained in the Art of Ki Manipulation and have been able to adapt the martial art to fit their magical nature. Namek Warriors can use their P.P.E. to power any of the Ki Manipulation Techniques instead of using I.S.P. for that power. For example, a power that cost 10 ISP to use could be activated using 10 PPE. PPE and ISP cannot be used to activate the same power simultaneously.

     
  5. Permanent P.P.E. Base
      With their magical version of the Art of Ki Manipulation, the warriors have an impressive amount of PPE. Their base PPE, in addition to the PPE that all Nameks possess, is 2D4x10 + PE attribute, with an additional 1D6+4 per level of experience.

     

 

Attribute Requirements:

  • IQ 12, PE 16, and ME 10.

 

O.C.C. Skills:

  • Language: one of choice (at 80%)
  • Literacy: one of choice (at 75%)
  • Tracking (+10%)
  • Military: two of choice (+5%)
  • Physical: two of choice (+10% where applicable)
  • WP: two ancient weapons of choice
  • Hand-to-Hand Combat: The Art of Ki Manipulation

 

O.C.C. Related Skills:

  • Select six other skills. Select one additional skill at level 4, 8, 12, and 15. All new skills start at a level one proficiency.
  • Communications: Radio: Basic only
  • Domestic: Any
  • Electrical: Basic Electronics only
  • Espionage: Interrogation only
  • Mechanical: Basic Mechanics only
  • Medical: First Aid only
  • Military: Any (+15%)
  • Physical: Any (+10% where applicable)
  • Pilot: Any
  • Pilot Related: Any
  • Rogue: None
  • Science: Any
  • Technical: Any (+10%)
  • W.P.: Any
  • Wilderness: Any (+15%)

 

Secondary Skills:

  • Select six other skills with no bonuses. Limited to the list provided above.

 

Standard Equipment:

  • Nameks do not seek to own many possessions. Most Nameks, even evil ones, see no purpose in material goods, as the near destruction of their planet has given them a different perspective on life, their place in it, and material goods. Nameks will have a few changes of clothing, often very similar to each other, and they will have one or two weapons for each Weapon Proficiency that they have chosen. Depending on their situation, Namek Warriors may have rations and traveling equipment, or they may rely entirely on a local village for what they need.

 

Money:

  • Nameks start with 1D4x1000 worth of universal credits in tradable goods. Since the devastation of their planet, Nameks have lost any economy their society once possessed.

 

Cybernetics:

  • None to start with, they interfere with their magical and martial art abilities and most Nameks consider it a weakness. Cybernetic, bionic, and bio-systems implanted in a Namek prevents them from splitting their soul and fusing until the implant is removed.


Copyright © 2002-03, Cheethorne (Kevin Barrett).
All rights reserved, duplication in part or in full by permission only.
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